Model was converted to triangles when rendered. It was modeled with little care for quads. Edge curvature was created by beveling rather than subd holding edges. Many areas still need more resolution to decrease edge star counts.
Current poly count is around 650,000 triangles.
Planing to run the finished model through zBrush's UV master and clean it up in Maya. Learning Mari over winter break. Going to match my geometry's detail with detailed texture work. Shooting for at least 4 4k maps.